....
XAtlATHA·R'S GUIDE
TO EVERYTHitIG™
CREDITS Jerry Behrendt, Teddy Benson, Deb Berlin, Stacy Bermes, Jim
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van Rij n, Sam Robertson, Carlos Robles, Evan Rodarte, Matthew
This book includes some subclasses and spells that originally Roderick, Zane Romine, Nathan Ross, Dave Rosser, David Russell,
Ruty Rutenberg, A.C. Ryder, Arthur Saucier, Benjamin Schindewolf,
appeared in Princes ofthe Apocalypse (2015) and Sword Coast Ken Schreu r, James Schweiss, the Seer, Jonathan Connor Self,
Adventurer's Guide (2015). Nicholas Sementelli, Arthur Severance, Ben Siekert, Jim my Spiva,
the Dead Squad, Francois P. Lefebvre Sr., Keaton Stamp s, Matthew
Other D&D Team Members: Bart Carroll, Trevor Kidd , Christopher Talley, Da n Taylor, Kirsten A. Thomas, Laura Thom pson, Jia Jian
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ON THE COVER ON THE ALTERNATIVE COVER
Xanathar gazes lovingly upon its pet fish . Indeed, this cover, Hydro74 takes us for a swim in this stylized dreamscape ofXanathar
painted by Jason Rainville, features a great many ofXanathar's and its prized fish .
treasures and secrets. Can you find them all?
620C2215000001 EN CE Disclaimer: No goldji<h were harmed in the making ofrhi< book. Especially not Sy/gar.
ISBN: 978-0-7869-6612-7
First Pri nting: November 2017 Sy/gar definitely did nor die becou<e we forgot to ehange hi< water. Ifyou <ee Xanathar,
make <ur< it.know< ll1a1. Be perfectly clear Sy/gar 1vas not harmed. And we had nothing 10
do wiih it. Bttteryet, don 't bdng ii up, and don't mention us.
98765432 1
DUNGEONS & DRAGONS. D&D, Wizards ofthe Coast. Forgotten Realms, the dragon ampersand, Player'< Handbook, Mon<ler Manual, Dungeon Ma<ter'< Cuide, Xanathar'< Guide 10
Everything. all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards ofthe Coast in the USA and other countries. All characters and their
distinctive likenesses are property ofWizards of the Coast. This materlal ls protected under the copyright laws ofthe United States ofAmerica. Any reproduction or unauthorized use
of the material or artwork contained herein is prohibited without th e express written permission ofWizards of the Coast.
Prin ted in the USA. ~2017 Wizards of the Coast LLC, PO Box 707. Renton, WA 98057-0707, USA. Manufactured by Hasbro SA. Rue Emile-Boechat 31, 2800 Dclemont, CH.
Represented by Hasbro Europe 4 The Square Stockley pa rk U xbridrc Middlesex UBJJ JET tJK
CONTENTS
l n t r o d u c t i o n.............................................. .. ... 4 This Is You r Life ......................................... 61 Award ing Magic Items ............................ 13S
Using This Book........................................4 Origins...................................................... 61 Sidebar: Behind the Design: Magic
The Core Ru les..........................................S Persona l Decisions................................ 64 Item Distribution .............................. 13S
Life Events ............................................... 69 Common Magic Items......................... 136
Ch. 1: Character Options ...........................7 Supplemental Tables............................. 72 S idebar: Are Magic Items
Barbarian ........................................................8 Necessary in a Campaign?............. 136
Racia l Feats ................................................. 73 Sidebar: Creating Additional
Primal Paths ..............................................9 Common ltems.................................. 140
Path of the Ancestra l Guardian ............9 Ch. 2: Dungeon Master 's Tools............. 77 Magic Item Tables................................ 140
Path of the Storm Herald ..................... 10 S imultaneous Effects ................................ 77 Sidebar: Recharging without
Path of the Zealot................................... 11 Fal ling ........................................................... 77 a Dawn ................................................ 144
Bard ............................................................... 12
Bard Colleges ..........................................14 Rate of Fa ll ing ........................................ 77 Ch. 3: Spells .............................................. 147
College of Glamour................................. 14 F lying Creatures and Fa ll ing.............. 77 Spell Lists................................................... 147
College of Swords .................................. lS Sleep .............................................................. 77 Spell Descriptions.................................... lSO
College of Whispers .............................. 16 Waking Someone................................... 77
Cleric ..............................................................17 S leeping in Armor ................................. 77 App. A: Shared Campaigns.................. 172
Divine Domains...................................... 18 Going without a Long Rest.................. 78
S idebar: Serving a Pantheon; Adamanti ne Weapons ............................... 78 App. B: Character Names ..................... l 7S
Tying Knots .................................................. 78 Nonhuman Names ................................... 17S
P h ilosophy, or Force.......................... 18 Tool Proficiencies ....................................... 78
Forge Domain ......................................... 18 Tools a nd Skills Together.................... 78 Dragonborn ........................................... l 7S
Grave Domain......................................... 19 Tool Descriptions................................... 78 Dwa rf...................................................... 176
Druid.............................................................. 21 Spellcasting ................................................. 8S Elf............................................................. 176
Druid Circles........................................... 22 Perceiving a Caster at Work................ 8S Gnome .................................................... 178
Circle of Dreams .................................... 22 Identifying a Spell.................................. 8S HalA ing................................................... 179
Circle of the Shepherd .......................... 23 Inva lid Spell Targets ............................. 8S Half·Orc.................................................. 179
Learn ing Beast Shapes........................ 24 Areas of Effect on a Grid ...................... 86 TieAing.................................................... 180
Fighter........................................................... 27 Encounter Build ing.................................... 88 Human Names .......................................... 181
Martia l Archetypes................................28 Quick Matchups...................................... 91 Arabic...................................................... 181
Arcane Archer ........................................ 28 Random Encounters: A World of Celtic ....................................................... 182
Cavalier .................................................... 30 Possibilities.............................................. 92 Chinese................................................... 182
Samurai.................................................... 31 Arctic Encounters .................................. 92 Egyptian ................................................. 183
Monk.............................................................. 32 Coasta l Encou nters ............................... 93 English.................................................... 184
Monastic Traditions .............................. 33 Desert Encou nters................................. 9S French..................................................... 18S
Way of the Drunken Master ................ 33 Forest Encounters ................................. 97 German .................................................. 18S
Way of the Kensei .................................. 34 Grassland Encounters........................ 100 G reek ...................................................... 186
Way of the Sun Soul.............................. 3S Hil l Encounters .................................... 101 Indian...................................................... 186
Paladin .......................................................... 36 Mou ntain Encounters ......................... 104 Japanese ................................................. 187
Sacred Oaths .......................................... 37 Swamp Encounters ............................. lOS Mesoamerican ...................................... 188
Oath of Conquest ................................... 37 Underdark Encounters ....................... 106 Niger- Congo......................................... 189
Oath of Redemption .............................. 38 Underwater Encounters ..................... 109 Norse....................................................... 189
Ranger........................................................... 40 Urban Encounters................................ 110 Polynesian ............................................. 190
Ranger Archetypes................................ 41 Traps Revisited ......................................... 113 Roman .................................................... 190
G loom Stalker ........................................ 41 Simple Traps......................................... 113 Slavic....................................................... 191
Horizon Walker ...................................... 42 Sidebar: Making Traps Spanish .................................................. 192
Monster Slayer ....................................... 43
Rogue ............................................................ 44 Meaningfu l......................................... 114
Roguish Archetypes .............................. 4S Designing Simple Traps .................... llS
Inqu isitive ................................................ 4S Complex Traps...................................... 118
Mastermind ............................................. 46 Designing Complex Traps ................. 121
Scout ......................................................... 47 Sidebar: Complex Traps and
Swashbuckle r ......................................... 47
Sorcerer ........................................................ 48 Legendary Monsters ........................ 123
Sorcerous Origins ................................. SO Downtime Revisited................................. 123
Divine Soul.............................................. SO
Shadow Magic ........................................ SO R ivals ...................................................... 123
Storm Sorcery ........................................ Sl Downtime Activities ............................ 12S
Warlock......................................................... S3
Otherworldly Patrons ........................... S4 Buying a Magic Item ........................ 126
The Celestial ........................................... S4 Carousi ng ........................................... 127
The Hexblade .......................................... SS Crafting an Item................................ 128
Eldritch Invocations .............................. S6 Crime................................................... 130
Wizard ........................................................... S8 Gambling............................................ 130
Arcane Trad ition .................................... S9 Pit Fighting ........................................ 131
War Magic................................................ S9 Relaxation .......................................... 131
Religious Service ............................. 131
Resea rch............................................. 132
Scribing a Spell Scroll.................... 133
Selling a Magic Item........................ 133
Training .............................................. 134
Work .................................................... 134
lb INTRODUCTION
ENEATHTHE BUSTLI NG CITY OF WATERDEEP,
a beho lder crime lord keeps tabs on everyone
and everything-or so the beholder thinks.
Known as Xanathar, this bizarre being be-
lieves it can gather information o n everything
in the DU NGEONS & DRAGONS multiverse.
The be holde r desires to know it a ll! But no
matter what the beholder learns and what treasures it
acquires, its most prized possession in a ll the multi-
verse re ma ins its goldfis h, Sylgar.
The firs t major ru les expans ion to the fifth edition of
D&D, Xanathar's Guide to Everything provides a wealth
of new optio ns for the game. Xanathar might not be able
to realize its dream to know everything, but th is book
does delve into every major part of the game: adventur-
ers, their adventures, a nd the magic they wield.
USING THIS BOOK
Written for both players and Dungeon Masters, this
book offers options to enhance campaigns in any world,
whether you're adventuring in the Forgotten Realms,
anothe r official D&D setti ng, or a world of your own
creation. T he options here build on the officia l rules
contained within the Player's Handbook, the Monster
Manual, a nd the Dungeon Master's Guide. Think of this
book as the companion to those volumes. It builds on
their foundation , exploring pathways first laid in those
publications. Nothing herein is required for a D&D cam-
paig n-this is not a fourth core rulebook- but we hope it
will provide you new ways to enjoy the game.
Chapter 1 offers character options that expand on
those offered in the Player's Handbook . Chapter 2 is a
toolkit for the DM that provides new resources for run-
ning the game and designing adventures, a ll of it build-
ing on the Monster Manual and the Dungeon Master's
Guide. Chapter 3 presents new spells for player charac-
ters and spellcasting monsters to unleash.
Appendix A provides guidance on running a shared
campa ign, similar to the activities s taged by the D&D
Adventurers League, and appendix B conta ins a host of
tables that a llow you to quickly generate na mes fo r the
cha racters in your D&D stories.
As you pe ruse the m any options herein , you' ll come
across observatio ns from Xanathar itself. Like the
beholder's roving mind, your reading will take you to
places in the game fa miliar and new. May you enjoy
the journey!
U NEART H ED A RCA NA
Much of the material in this book originally appea red in
Unearthed Arcana, a series of online articles we publish
to explore rules that might officially become part of the
game. Some Unearthed Arcana offerings don't end up
resonating with fans and are set aside fo r the time being.
The Unearthed Arcana m aterial that inspired the options
in the following chapters was well received a nd , thanks to
feedba ck from thousands of you, has been refined into the
official forms presented here.
INTRODUCTION
THE C O RE RULES ADVANTAGE AND DISADVA NTA GE (
Even if more than one factor gives you adva ntage or
This book relies on the ru les in the three core ru le- d is advantage on a roll, yo u have it only once, a nd if you ~:
books . T he game especia lly ma kes freque nt use of have adva ntage and d is adva ntage on the same roll , they
the rules in chapters 7- 10 of the Player's Handbook: ca ncel each other.
"Using Ability S cores," "Adve ntur ing," "Combat," a nd
"Spellcasting." That book's a ppendix A is als o crucial; C OMBINI NG D I FFERE NT EFFECTS
it contains defini tions of conditio ns, like invisible a nd Diffe re nt gam e effects can affect a ta rge t at the same
prone . Yo u don't need to k now the ru les by heart, but it's time. For example, two di ffe re nt be nefits can give you
helpfuJ to know w he re to find them whe n you need the m . a bonus to your Armor Class. But w hen two or mo re
e ffects have the s ame proper name, o nly one of the m
If you'r e a DM, you s ho uld a lso k now where to look (the most powe rful one if their be ne fits a re n't identical)
things up in the Dungeon Mas ter's Guide , especia lly the applies while the d urations of the effects overlap. For ex-
ru les on how magic ite ms work (see chapte r 7 of th a t
book). T he introduction of the Mons ter Manual is your a mple, if bless is cast o n yo u w hen you're s till unde r the
guide on how to use a mons te r's stat block. e ffect of an earl ie r bless, yo u gain the benefit of o nly o ne
casti ng. S imila rly, if yo u're in the radius of m ore than
THE DM ADJUDICATES THE RULES one Aura of P rotectio n, yo u benefit only from the one
that grants the highest bonus.
One ruJe ove rr ides a ll othe rs : the DM is the fina l a uthor-
ity on bow the rules work in play. R EACTION TIMING
Certa in ga me fea tu res let you take a s pecial action,
Rules a re part of w ha t makes D&D a game , rathe r called a reaction, in respo nse to s ome event. Making
tha n j ust improvised s torytelling. The ga me's ru les are
meant to he lp orga ni ze, a nd even ins pire , the action of a opportunity attacks a nd casting the shield s pell ar e two
D&D campa ign. The rules a re a tool , a nd we wa nt our ty pical uses of reactio ns . If yo u're uns u re when a reac-
tools to be as effective as p ossible . No ma tte r how good tio n occurs in re la tio n to its trigger, here's the rule : the
those too ls m ight be , they need a group of playe rs to reaction ha ppens a fter its trigger completes, unless the
br ing the m to life a nd a DM to guide their use. descr iption of the reaction explicitly says otherwise.
The DM is key. Ma ny unexpected eve nts can occur in Once you ta ke a reaction, you can't ta ke a nothe r one
a D&D campaig n, a nd no set of ru les could reasona bly until the s ta rt of your next turn .
account for every contingency. If the ru les tried to do s o,
the ga me would become a s log. An alte rnat ive wo uld be RESISTANCE AND VULN ERABILITY
for the rules to sever ely lim it w ha t cha racte rs can do, He re's t he order that you apply m odifiers to damage: (1)
which would be contra ry to the open-endedness of D&D . a ny r elevant da m age immunity, (2) any add ition or s ub-
He re's the path th e ga me ta kes: it lays a fou ndatio n of traction to the damage, (3) o ne relevant damage resis -
ru les that a DM can build on, a nd it embraces the DM's tance, a nd (4) one releva nt damage vulne rability.
role as the bridge be tween the things the r ules address
and the things they don't. Even if multiple sources give you resis ta nce to a ty pe
of da mage you're taking, you can apply resis tance to it
TEN R ULES T O REMEMBER o nly o nce. T he same is true of vulne rability.
A few r ules in the core rulebooks some times trip up a PROFICIENCY BONUS
new player or DM. Here are te n of those ru les . Keep- If your proficie ncy bonus a pplies to a roll, you can add
ing them in mi nd will help you inter pre t the optio ns in the bonus o nly o nce to the ro ll, even if m ultiple th ings in
this book. the game s ay your bonus a pplies. Moreover, if mor e than
one th ing te lls you to doub le or ha lve yo ur bo n us, you
EXCEPTIONS SUPERSEDE GENERAL RULES double it only once or ha lve it only once before apply-
Gener al ru les govern each pa rt of the game . F or exam- ing it. Whethe r m ultiplie d, d ivided, or left at its normal
ple, the combat ru les tell you tha t melee weapon attacks value, the bonus can be used only once per roll.
use Streng th a nd ra nge d weapon attacks use Dex terity.
T ha t's a ge neral ru le, a nd a ge ne ra l ru le is in effect as BONUS ACTIQN SPELLS
long as somethi ng in the ga m e doesn't explicitly s ay If you wa nt to cast a s pell that ha s a cas ting time of 1
otherwise. bonus action, re membe r that you can't cas t any othe r
s pe lls before or a fte r it o n the same turn, except for can-
T he ga me also includes ele me nts - class features , trips with a casting time of 1 action .
s pells , magic item s , monster a bilities, a nd the li ke- that
sometimes contrad ic t a gene ra l rule. When a n exception CONC ENTRATIO N
a nd a genera l ru le d is agree, the exception wins . For ex- As soon as you s ta rt casting a s pell or us ing a s pecia l
ample, if a feature s ays you can m ake melee weapon at- ability that req ui res co ncentration, you r concentration
tacks us ing yo ur Charisma, you can do so, eve n though on a nother effect e nds instantly.
tha t s tateme nt disagrees with the general ru le.
'TEMPORARY H IT POI NTS
ROUND DOWN Tempora ry hit poi nts a ren't cumulative. If you have tem -
W he neve r you divide or multiply a n umbe r in the gam e, porary hit points a nd receive more of them , you don't
round down if you e nd up with a fraction, even if the add them toge ther, unle ss a gam e feature says you can.
fraction is one-half or greater. Ins te ad, yo u decide which te mporary hit points to keep.
CHAPTER 1
CHARACTER OPTIONS
H E MAIN FIGURES I N ANY D &D CAMPAI GN each o f the s ubclasses in this book. In addition, the sec-
a re t he c ha racters c reate d by the players. tion for druids presents details on how the Wild Shape
The heroics, folly, righteous ness, and po- feat ure w orks, and th e warlock receives a collectio n of
tential villainy of your cha racters are at the new choices for the class's E ld ritch Invocations feature.
heart of the story. This c ha pte r provides a
variety of new options for t he m , foc using Each of the class presentations leads off with advice
on additiona l subclasses for each of the on how to add d epth a nd detail to your c haracte r's pe r-
son ality. You can use the tables in these sections as a
classes in the Player's Handbook. source of inspi ration, or roll a die to randomly deter-
Each class offers a cha racter-de fining choice at 1st, mine a result if desired.
2nd, or 3rd level that un locks a series of special fea- Following the subclasses, the section called "This Is
tures, n ot available to the class as a whole. That c h oice Your Life" presents a series o f tables for adding deta il to
is called a subclass. Each class has a collective term your character's backstory.
that describes its subclasses; in the fighter, for instance,
the s ubcl asses are called martial arch etypes, a nd in the The c h apter concludes with a selection of feats for the
palad in, they're sacred oaths. The table below ide ntifies races in the Player's Handbook, offering ways to delve
deeper into a c h a racter's racial ide ntity.
SUB C LASSES
Class Subclass Leve l Available Description
Barbaria n Path ofthe Ancestral Guardian 3rd Calls on the spi rits of honored ancestors to protect others
Barbarian Path of the Storm Herald 3rd Filled with a rage that channels the primal magic of th e st orm
Barbarian Path ofthe Zealot 3rd Fueled by a religious zeal that visits destruction on foes
Bard College of Gl amou r 3rd Wields the beguiling, glorious magic of the Feywild
Bard College of Swords 3rd Entertains and slays with daring feats of weapon prowess
Bard College of Whis pers 3rd Plants fea r and doubt in the minds of others
Cleric Forge Domain 1st Clad in heavy armor, serves a god of the forge or c reation
Cl eric Grave Domain 1st Opposes the blight of undeath
Druid Circle of Dreams 2nd Mends wounds , guards the weary, and strides through dreams
Druid Circle of the Shepherd 2nd Summons nature s pirits to bolster friends and harry foes
Fighter Arcane Archer 3rd Imbues arrows with spectacular magical effects
Fighter Cav alier 3rd Defend s allies and knocks down enemies, often on horseback
Fighter Samurai 3rd Combines resilience with courtly elegance and mighty strikes
Mon k Way of the Drunke n Master 3rd Co nfounds foes t hrough a martial arts tradition inspired by t he
swaying o f a drun kard
Mo nk Way of the Kensei 3rd Channels ki through a set of mastered weapons
Monk Way of the Sun Soul 3rd Tra nsforms ki into bursts of fire and searing bolts of light
Paladin Oath of Co nquest 3rd Strikes terro r in enemies and crushes the forces of chaos
Paladin O ath of Redemption 3rd Offe rs redemption to the wo rthy a nd destruction to those who
refuse mercy or righteousness
Ranger Gloom Stalker 3rd Unafraid of the dark, relentlessly stalks and ambushes foes
Ranger Ho rizo n Wal ker 3rd Finds po rtals to other worlds and channels planar magic
Ranger Monster Slayer 3rd Hunts down creatu res of the night a nd wielders of grim magic
Rogue Inquis itive 3rd Roots out secrets, akin to a masterful detec tive
Rogue Masterm ind 3rd A master tactician , man ipulates others
Rogue Scout 3rd Combines stealth with a knack for s urvival
Rogue Swashbuckler 3rd Delivers deadly strikes with speed and panache
Sorce re r Divine Soul 1st Harnesses magic bestowed by a god or other divine source
Sorce rer Shadow Magic 1st Wields the grim magic of the Shadowfell
Sorcerer Storm Sorcery 1st Crackles with th e power of the storm
Warlock The Celestial 1st Forges a pact with a being from celestial realms
Wa rlock The Hexblade 1st Serves a shadowy e ntity t hat bestows dread curses
Wizard War Magic 2nd Mixes evocation and abjuration magic to dominate the battlefield
I
;
BARBARIAN P ERSO N AL TOTEMS
I HAVE WITNESSED THE INDOMITABLE PERFORMANCE OF d6 Totem
barbarians on the.field of battle, and it makes me wonder A tuft of fur from a solitary wolf that you be-
friended during a hunt
whatforce lies at the hea rt of their rage. 2 Three eagle feathers given to you by a wise sha-
man, who told you they would play a role in deter-
-Seret, archwizard mining your fate
3 A necklace made from the claws of a young cave
The anger felt by a normal person resembles the rage of bear that you slew singlehandedly as a child
a barbarian in the same way that a gentle breeze is akin 4 A small leather pouch holding three stones that
to a furious thunders torm. The barbarian's driving force represent your ancestors
comes from a place that transcends mere e motion, mak- 5 A few small bones from the first beast you killed,
ing its manifestation a ll the mo re terrible. Whether the tied together with colored wool
impetus for the fury comes entirely from within or from 6 An egg-sized stone in the shape ofyour spirit ani -
forging a Link with a s pirit animal, a ragi ng barbarian mal that appeared one day in your belt pouch
becomes able to per form s upernatural feats of s treng th
a nd endurance. The outburst is tempora ry, but while it TATTOOS
lasts, it ta kes over body a nd mind, driving the barbarian
on despite peril and injury, unti l the last enemy falls. The members of ma ny barbarian clans decorate their
bodies with tattoos, each of which represents a s ignif-
It can be tempting to play a barbarian character that icant moment in the life of the bearer or the bearer 's
is a straightforward application of the classic arche- a ncestors , or w hich symbolizes a feeling or an attitude.
type- a brute, and us ually a dimwitted one at that, who As with personal tote ms, a ba rba ria n's ta ttoos might or
rus hes in where others fear to tread. But not all the mig ht not be re lated to an a nimal s pirit.
barbarians in the world are cut from that cloth, so you
can certainly put your own spin on things. Eithe r way, Each tattoo a barbaria n displays contributes to that in-
cons ide r adding som e f:lourishes to make your barbaria n dividual's identity. Ifyour character wears tattoos, what
s tand out from a ll others; see the following sections for do they look like, and what do they represent?
some ideas.
TATTOOS
PERSONAL TOTEMS
d6 Tattoo
Barbarians tend to travel light, carrying little in the way
of personal e ffects or other unnecessary gea r. The few The wings of an eagle are spread wide across your
possessions they do ca rry often include s ma ll items that upper back.
have s pecial s ignificance. A personal totem is s ignificant 2 Etched on the backs of your hands are the paws of
because it has a mys tical origin or is tied to an import- a cave bear.
ant moment in the character 's life- perhaps a remem- 3 The symbols of your clan are dis played in viny pat-
brance from the barbarian's past or a ha rbinge r of what terns along your arms.
lies ahead. 4 The a ntlers of an elk are inked across your back.
5 Images of your s pirit an imal are tattooed along
A personal totem of this sort might be associated with your weapon arm and hand.
a barbarian's spirit a nimal, or mig ht actually be the to- 6 The eyes of a wolf are ma rked on your back to help
tem object for the a nimal, but s uch a connection is not you see and ward off evil spirits .
essential. One who has a bear totem spi rit, for ins tance,
could still carry a n eagle's feather as a personal totem. SUPERSTITIONS
Cons ider creating one or more personal totems for Barba rians va ry widely in how they unders tand life.
your character- objects that hold a specia l link to your Some follow gods and look for guidance from those
character's pas t or future. Think about how a totem deities in the cycles of nature a nd the a nimals they en-
might affect your cha racter's actions. counter. These barbarians believe that s pirits inhabit
the plants and a nimals of the world, a nd the barbarians
Cli1\ PTER 1 1 CHARACTER OPTIONS look to them for ome ns a nd power.
Other barba rians trust only in the blood that runs in
thei r veins a nd the steel they hold in their ha nds. They
have no use for the invisible world, ins tead relying on
their senses to hunt and survive like the wild beasts
they emulate.
LEFT T O RI G HT : Z E AL OT, STORM 11E RA L O, ANO A N C.ESTRA L GUARD IAN
Both of these attitudes can give rise to supersti- So G"-'utors c,rt ftofl' t.11Ao J,i). tlA• fro'r•c,tio"' tlAi"'~ to .....c,kt
tions. These beliefs are often passed down within a
family or shared among the me mbers of a clan or a w-or• f'ofl' \ot{ort '10"'- t..1trt \oor"'? Uk• IAot.1 w-G"'1 ftofl/
hunting group.
011Ac.t'1 c. tot o{ tlA· rcr•c.tio"' tlA'"'Y~"'·
Ifyour barbarian character has a ny superstitions, 0 J,is~.,..sti"'Y
were they ingrained in you by your family, or are they
the result of personal experience? ti_o.,.. rt
SUPERSTITIO N S PATH OF THE ANCESTRAL GUARDIAN
d6 Superstition Some barbarians ha il from cultures that revere their an-
If you disturb the bones of the dead, you inherit all cestors. These tribes teach that the warriors of the past
the troubles that plagued them in life. linger in the world as mighty spirits, who can guide and
protect the living. When a barbarian who follows this
2 Never trust a wizard. They 're all devils in disgui se, path rages, the barbarian contacts the spirit world and
especially the friendly ones. calls on these guardian s pirits for aid.
3 Dwarves have lost t heir spirits, and are almost like Barbarians who draw on their ancestral guardians
the undead . That's why they live underground. can bette r fight to protect their tribes and their allies. In
order to ceme nt ties to their ancestral guardians, bar-
4 Magical things bring trouble. Never s lee p with a barians who follow this path cover themselves in elabo-
magic object within ten feet of you. rate tattoos that celebrate their ancestors' deeds. These
tattoos tell sagas of victories against terrible monsters
5 When you walk through a graveyard, be sure to and other fearsome rivals.
wear silver, or a ghost might jump into your body.
PATH OF THE A N CESTRAL GUA RDIAN FEATURES
6 If an elf looks you in the eyes , she's trying to read
your thoughts. Ba r ba r ia n Fe a tu re
Le ve l
PRIMAL PATHS
3rd Ancestral Protectors
At 3rd level, a barbarian gains the Primal Path feature.
The following options are available to a barbarian, in 6th Spirit Shield (2d8)
addition to those offe red in the Player's Handbook: the 10th Consult the Spirits, Spirit Shield (3d8)
Path of the Ancestral Guardian, the Path of the Storm 14th Vengeful Ancestors, Spirit Shield (4d8)
Herald, and the Path of the Zealot.
CHAPTER 1 I CHARACTER OPTIONS
LEFT TO R1GHT : 01v1NE SouL, STORM SORCERER, ANO SH AOow SORCERER
Ifyour sorcerer has a supernatural mark, it might be by a telltale s ign that makes it clear w he re that magical
one that's easily concealed, or it could be a source of energy came from.
pride that you keep on constant display.
When your sorcerer character casts a spell, does the
SUPERNATURAL MARKS effort reveal itself in a sign of sorcery? Is this sign tied to
your origin or some o ther aspect of who you are, or is it
d6 Mark a seemingly random phenomenon?
Your eyes are an unusual color, such as red.
SIGNS OF SORCERY
2 You have an extra toe on one foot.
3 One of your ears is noticeably larger than the other. d6 Sign
4 Your hair grows at a prodigious rate. You ~eliver the verbal components of your spells in
5 You wrinkle your nose repeated ly while you are the booming voice of a titan.
chewing. 2 For a moment after you cast a spell, the area
6 A red splotch appears on your neck once a day, around you grows dark and gloomy.
then vanishes after an hour. 3 You sweat profusely while casting a spell and for a
few seconds thereafte r.
As the world well knows , some sorcerers are better than
others at controlling their s pellcasting. Sometimes a 4 Your hair and garments are briefly buffeted about,
wild display of m agic gone awry emanates from a sor- as if by a breeze, whenever you call fo rth a spell.
cerer who casts a spell. But even when o ne's magic goes
off as planned, the act of casting is often accompanied 5 If you are standing when you cast a spell, you rise
six inc hes into the air and gently float back down.
6 Illusory blue flames wreathe your head as you be-
gin your cas ting, then abru ptly disappear.